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Scripting Guidance


the1corrupted

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Hello, everyone! I'm working on a few changes to some of the perks in FO4. However, I didn't realize Far Harbor came with a few extra perk ranks. Well much to my dismay, the game didn't handle having two different "RadResistant04" perks loaded at the same time.

 

I want my perks to over-write some of the DLC perks. In addition, I could make mod-specific perks? (Like if you have Automotron, Robotics Expert will allow the player to deal more damage to robots)

 

I don't have a script written yet because I don't know where to begin writing it or where I should insert the script to actually fire when the game is loaded.

 

I was hoping it would be similar to something like:

 

Event OnPlayerLoadGame()  
     if Game.IsPluginInstalled("DLCCoast.esm")
            # Delete RadRes04 ref, or make unplayable
       endif
  endevent  

I know that some scripting can modify or create in-game item lists, but so far I can't find any help in the scripting reference that might relate to disabling a form id that isn't a reference ID.

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Programmers Guide To Papyrus: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus

 

The above link is a good reference for where to look for things and gives a nice wiki tutorial on how to do things. After that you can look up similar questions but for Skyrim. As many players have noticed the game engine has not really changed much (hence why I think FO4 wasn't as big as its predecessors, my opinion though) so most all your questions could be changed in a way to look it up for Skyrim and it will most definitely apply.

 

As for things such as perks I *THINK* all that really matters is load order. Have your mod load AFTER all the DLC to overwrite it, or alternatively you could just change the name. Removing a DLC perk seems non-intuitive but if you really wanted to do so I image one way would be to create a script to just remove it from the players perk list?

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Programmers Guide To Papyrus: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus

 

The above link is a good reference for where to look for things and gives a nice wiki tutorial on how to do things. After that you can look up similar questions but for Skyrim. As many players have noticed the game engine has not really changed much (hence why I think FO4 wasn't as big as its predecessors, my opinion though) so most all your questions could be changed in a way to look it up for Skyrim and it will most definitely apply.

 

As for things such as perks I *THINK* all that really matters is load order. Have your mod load AFTER all the DLC to overwrite it, or alternatively you could just change the name. Removing a DLC perk seems non-intuitive but if you really wanted to do so I image one way would be to create a script to just remove it from the players perk list?

 

Right, I wanted my script to remove the DLC perk from the player's list. In my testing, load order didn't matter as the DLC and my plugin tried to both load the 4th rank for Rad Resist and bugged it out. I think this is due to not using the same Form ID as the perk in the DLC.

 

I will experiment a little further. Thanks for your tip!

 

UPDATE: Using the same "Editor ID" did not work to replace the DLC perk. ESMs are loaded before ESPs so the actual "order" seems to be hard coded into the game. Far Harbor gets a 03 prefix, and my plugin gets 04.

Edited by the1corrupted
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